STAR WARS™ Empire at War: Gold Pack

STAR WARS™ Empire at War: Gold Pack

(OUTDATED) Star Wars: Empire At War Expanded: Thrawns Revenge: Age of the New Republic v0.1 (TR Submod)
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NighTMare  [開発者] 2021年5月23日 17時17分
Bug Reports and suggestions:
Put your bug reports and suggestions for the mod here
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1-15 / 52 のコメントを表示
Ethan 2021年5月26日 20時33分 
supa fighters are in a different group then the rest of the fighters when you select all units, and their engine lights have a square background on them
suggestion - Probe Droids or something like it
I absolutely love the mod and I hope that you continue to do good work on it!

Some suggestions/issues

Issues:
Supa fighters are missing their name,
Aggressor cruisers come into battle looking damaged
Tyber Zhan comes into space battles damaged as well

Suggestions:
boarding transport for Zahn would be thematic!
maybe some more clone wars tech to round out the roster
More hardpoints on
Aggressor Cruiser
Acclamator 2
Vengeance Frigate

Once again, excellent mod!
I really wish that I knew enough about this sort of thing to offer help.
This is an interesting addon which brings in some variation to the mod. Due to the early stage of the addon, it is clear that there might be some things which seems to be not correct or missing or where i just have some questions (It is not intended to make your mod/addon bad, but i think you want to have a bugfree addon too so i list them here - maybe you have not recognized some of these):
1. Details about the new Hero skills like "Druglord" and "Zombie Creator" would be good
2. Some Units like the "M.A.L." have no stats shown in their description
3. Vigo Gunships shields and hull have "text_tooltip_..." description and are counted as losses in the battle result (but you dont lose them)
4. Vengeance-Class: Hull type unknown, do not use the Turbolasers, always go broadside
5. Aggressor-Class: Hull/Shield type unknown, low range when targeting, always go broadside, hardpoint placing (engine hardpoint is in the middle of nowhere)
6. Battle Carrier just spawns 6 (2x2 pirate fighter group + 1x2 skipray) instead of 11 squadrons
NighTMare  [開発者] 2021年5月27日 13時54分 
LinkkJaxon の投稿を引用:
I absolutely love the mod and I hope that you continue to do good work on it!

Some suggestions/issues

Issues:
Supa fighters are missing their name,
Aggressor cruisers come into battle looking damaged
Tyber Zhan comes into space battles damaged as well

Suggestions:
boarding transport for Zahn would be thematic!
maybe some more clone wars tech to round out the roster
More hardpoints on
Aggressor Cruiser
Acclamator 2
Vengeance Frigate

Once again, excellent mod!
I really wish that I knew enough about this sort of thing to offer help.
Regrettably I have the max number of Hard Points on the Aggressor and Vengeance units. Boarding was a cut feature for the Zann Consortium in base EAW, so that will definetly be a thing. I also can't do anything about the Aggressor and Vengeance broadsiding (That is an issue with EAW's pathfinding, and we all know those calculations are questionable). I will fix the text and Lucrehulk spawn issues next patch.
NighTMare  [開発者] 2021年5月27日 13時57分 


-HSG-RiitterSport の投稿を引用:
This is an interesting addon which brings in some variation to the mod. Due to the early stage of the addon, it is clear that there might be some things which seems to be not correct or missing or where i just have some questions (It is not intended to make your mod/addon bad, but i think you want to have a bugfree addon too so i list them here - maybe you have not recognized some of these):
1. Details about the new Hero skills like "Druglord" and "Zombie Creator" would be good
2. Some Units like the "M.A.L." have no stats shown in their description
3. Vigo Gunships shields and hull have "text_tooltip_..." description and are counted as losses in the battle result (but you dont lose them)
4. Vengeance-Class: Hull type unknown, do not use the Turbolasers, always go broadside
5. Aggressor-Class: Hull/Shield type unknown, low range when targeting, always go broadside, hardpoint placing (engine hardpoint is in the middle of nowhere)
6. Battle Carrier just spawns 6 (2x2 pirate fighter group + 1x2 skipray) instead of 11 squadrons
I'll put in the trait tooltips soon, but fyi here's what they do:
Druglord = Income Boost
Zombie Creator = 75% discount of infantry units
Like I said above, I can't do anything about the Aggressor and Vengeance pathfinding, but the string issues will be fixed. I have no idea why the Vengeance doesn't use it's Turbolasers (Which should really be massdrivers), but I'll look into it
最近の変更はNighTMareが行いました; 2021年5月27日 13時58分
Ethan 2021年5月27日 15時13分 
Suggestion: there are several sub-mod creations for TR that include aggressor and vengeance ships with improved path-finding and hard point locations, is it possible you could ask those creators to use their versions of the aggressor and vengeance ships?
NighTMare  [開発者] 2021年5月27日 17時42分 
ethanestevez2 の投稿を引用:
Suggestion: there are several sub-mod creations for TR that include aggressor and vengeance ships with improved path-finding and hard point locations, is it possible you could ask those creators to use their versions of the aggressor and vengeance ships?
Syke is currently inactive, so that'll have to be put on hold
Ethan 2021年5月27日 18時32分 
Executrix の投稿を引用:
ethanestevez2 の投稿を引用:
Suggestion: there are several sub-mod creations for TR that include aggressor and vengeance ships with improved path-finding and hard point locations, is it possible you could ask those creators to use their versions of the aggressor and vengeance ships?
Syke is currently inactive, so that'll have to be put on hold
You could check with MarMarBunBun YT, She has vengeance and aggressor units that work well
NighTMare  [開発者] 2021年5月27日 18時34分 
ethanestevez2 の投稿を引用:
Executrix の投稿を引用:
Syke is currently inactive, so that'll have to be put on hold
You could check with MarMarBunBun YT, She has vengeance and aggressor units that work well
That's Sykes model I think
Executrix の投稿を引用:
I'll put in the trait tooltips soon, but fyi here's what they do:
Druglord = Income Boost
Zombie Creator = 75% discount of infantry units
Like I said above, I can't do anything about the Aggressor and Vengeance pathfinding, but the string issues will be fixed. I have no idea why the Vengeance doesn't use it's Turbolasers (Which should really be massdrivers), but I'll look into it

Thank you for the information.
The Turbolaser name of the Vengeance are a bit different than those of other ships ( "Turbo Laser" instead of "Turbolaser")
Fyi the quad laser cannons currently have the Turbolaser audio
those capter carriers you added crash game on fly in as reinforcements i believe its bcuz it has no model to use
NighTMare  [開発者] 2021年5月28日 16時00分 
Pepper Roni の投稿を引用:
those capter carriers you added crash game on fly in as reinforcements i believe its bcuz it has no model to use
Fixed! Sorry, the TR devs hadn't mentioned they removed the Captor model from TR
Executrix の投稿を引用:
Pepper Roni の投稿を引用:
those capter carriers you added crash game on fly in as reinforcements i believe its bcuz it has no model to use
Fixed! Sorry, the TR devs hadn't mentioned they removed the Captor model from TR
bad devs bad lol, no prob
ok i take back the "no prob" after you fixed the mod you mightve broke it to where now i cant choose "Zann Consortium" on GC Faction Selection,maybe its on my end ether way just letting you know
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